Player versus Player events
In the Gem Grab event, there are two teams, each of which consists of 3 players. In the middle of the arena, there is a crystal mine that produces purple gems every 7 seconds.
The objective of the game mode is for your team to have 10 gems. When a player dies, they will drop all of the gems that they have picked up. Once a team has 10 gems, a countdown will appear on screen which lasts 15 seconds. When the counter gets to 0, the team with the most gems over 10 will win. If both team have same number of gems that more than 10, the timer will stop and reset until there is a difference.
There can never be more than 29 Gems in play at once. When the 29th Gem is spawned, the mine will stop spawning more Gems for the remainder of the match. Also, when there are at least 10 Gems lying on the map, the mine will not produce any more Gems until a Brawler picks one up. If the game lasts for 13 minutes and 14 seconds, the countdown will be awarded to the team with the most Gems.
In the Bounty event, there are two teams each of which consists of three players.
The objective of the game mode is to have the most stars at the end of the 2 minutes. Every player starts with a 2-star bounty which is displayed above the Brawler’s head. When a Brawler is defeated, their bounty gets added to the score of the team of the Brawler that defeated them and that Brawler’s bounty increases by 1 star (up to 7). When a Brawler is defeated, their bounty is reset to 2 stars.
In the Heist event, there are two teams each of which consists of 3 players. On both teams’ sides of the arena, there is a safe with 45,000 health.
The objective is to protect your safe while trying to destroy the opposing safe. If one safe is taken out, the game automatically goes to the team that destroyed the safe. If neither safe is destroyed, it will rely on the health of the safe. If one team’s safe has lower health than the other, that other team wins the game. If both safes have the exact same amount of health percentage after the timer runs out, or when both safes are taken out at the exact same time, then it is a draw.
In the Brawl Ball event, there are two teams, each of which consists of three players.
The objective is to take the ball (which starts in the middle) to the opposite team’s goal. The team that scores two goals first wins, but a team can also win by having scored a higher amount of goals than the other when the timer ends. If the timer ends while the teams are tied, the game will go into overtime (sudden death) for 1 minute and all obstacles will be destroyed. If it is still a tie, the game ends in a draw.
Brawlers can obtain the ball by getting close enough to it while no other Brawler has it. Attacking with the ball kicks it and uses up an ammo bar (unless the Brawler has only one ammo bar like Carl or Bea. Activating your Super with the ball makes it go further, but uses up the Super. If the ball carrier is stunned or knocked back, they will drop the ball.
Brawl Ball Arena
Brawl Ball Arena is the same as the Brawl Ball event, but with alternative visuals.
Present Plunder is a Seasonal event that was introduced during the Brawlidays update. In this event, players are split into two teams of three. On either end of the map are the teams’ presents.
The objective is to get points by taking the opponents’ presents to your base. The match ends when one team has captured two gifts or whoever has one point when regular time runs out. The match length is similar to Brawl Ball, with 2 minutes and 30 seconds of regular play and 1 minute of overtime. If the score is tied when regular time runs out, there is an overtime extension, which ends with either a draw when that extra time runs out or a win for the first team to score.
Many of the mechanics of Present Plunder are similar to Brawl Ball; players pick up a present by touching it, and they can use up an attack to throw it. Presents, unlike the Brawl Ball, can be thrown over walls, however. Using a Brawler’s Super allows them to throw the present farther. The enemy’s present can be walked into your base or thrown into it and will be dropped if the holder is killed. A dropped or thrown present which is outside of its spawn point will return to the center of its base after a brief countdown, which is shown in a status bar over the present.
Unlike in Brawl Ball, there is no pause or reset of the teams after scoring a point. Players remain in their current position on the map, and continue to defend their present from any ongoing attacks. A team can steal the enemy team’s second present immediately after scoring a point with their first present.
Play testing is currently unavailable for this event.
In the Hot Zone event, there are 1 to several zones in the middle to take over. Every half a second, the zone that’s being occupied point raises slightly. A total of 50 seconds is needed in order to capture the point. In case of multiple zones, zones with captured points change their appearance signaling their completion.
Pets, turrets, and any other non-Brawler entity cannot raise a zone’s point. The first team to capture the point(s) wins. Matches are 3 minutes long, and the team with the greater capture percentage wins in case the match ends. If the teams have the same amount by the end of the match, they get a draw. Two teams can be at a zone at the same time, and entering a zone does not disrupt the other team’s progress.
In the Siege event, each team has an IKE turret with 35,000 health that they must defend while attempting to destroy the enemy team’s IKE. Bolts spawn near the middle of the map. Holding a bolt for a few seconds will transfer the bolt to your IKE turret. At specific intervals during the round, the team with more Bolts will build a siege robot that will attack the enemy IKE. Each IKE has a powerful attack that deals 1000 damage per shot and has an extremely long range, marked by the semicircle around the IKE. You win by destroying the other team’s IKE or dealing more damage to it than they did to yours by the end of the match.
The more bolts you feed your IKE, the better the robot produced. Each bolt means one level on the robot summoned. All siege robots have 45,000 health regardless of its level, however the damage and speed of the robot increase with level.
In the Showdown event, there are 10 players with no teams or paired two by two.
The objective of the game is to kill all of your opponents and be the last brawler or team standing. When a player dies or when a crate is opened, a Power Cube will be dropped onto the floor. This increases the Brawler’s health by 400 and increases their attack damage by 10% linearly for the duration of the match. The longer you survive, the greater the rewards.
As the match progresses, a deadly poison gas blows in from the edges of the arena, forcing all Brawlers into a progressively smaller area. The poisonous gas deals 1000 damage per second, and staying in it for 5 seconds will increases by 300 damage per additional tick. This eventually racks up so fast you cannot outheal it, even with any healing ability.
In the Lone Star event, there are 10 players who start with 2 stars each.
The objective is to kill enemy players and have the highest amount of stars at the end of the 2 minutes. When a Brawler is killed, their bounty gets added to the Brawler that killed them (which is indicated above their heads) and increases their bounty by 1 star, up to 7. When a Brawler dies, their bounty is reset to 2 stars. There is also a single star in the middle of the map for players to pick up.
In the Takedown event, there are 10 players against a gigantic Boss Robot.
The objective is to have damage dealt to the Boss robot while also being able to attack other players. After the Boss is defeated, the one with the most damage dealt wins. Power Cubes can be found across the map at certain spawn points or dropped when a player is defeated. They increase the Brawler’s health by 400 and increases their attack damage by 10% linearly for everyone in possession, and about a third of them are dropped upon being knocked out with the rest disappearing.
If the Boss is not defeated before 8 minutes have passed, then the Brawler who has the highest damage dealt will win. The Boss has 220,000 health and deals 800 damage per melee attack and 1400 damage per charge. The Boss will activate its shield immunity when it takes too much damage, forcing Brawlers to attack other Brawlers.
In the Big Game event, five players battle one player’s “Big” Brawler. The boss has very high health, improved damage output, faster reload, and enhanced abilities, but its ability to self-heal is removed. The Big Brawler attempts to stay alive for as long as possible while the others try to defeat the boss as quickly as possible.
The Big Brawler wins the mode by surviving for 2 minutes. Likewise, the normal players win by defeating the boss in under 2 minutes.
Player versus Environment events
In the Robo Rumble event, three players battle as a team against 9 waves of robot enemies to protect a safe with 45,000 health for 2 minutes. With each win, the difficulty will increase in the next level. Brawlers’ attacks and Supers are 3x less effective at charging Supers in this mode.
The first wave starts immediately and each new wave of robots starts 12 seconds after the prior wave began. The 5th wave, referred to as the big robot wave, has a 24-second gap between it and the 6th wave instead. This results in 9 total waves with two “sets” of 4 waves of robots with different quantities and types. The second set ramps up the difficulty presented in the first set with more stronger robots that you must hold off for the remainder of the match. If the robots are not destroyed after 25 seconds, they will become enraged and gain extra movement speed. If they are not destroyed again after 40 seconds, they will target the safe directly.
In the Boss Fight event, three players battle against a gigantic Boss Robot.
The battle starts immediately and slowly grows harder. With each win, the difficulty will increase in the next level. The Boss robot uses a wide range of attacks and has a colossal amount of health. A timer is shown to keep track of anger levels and to compare times with others. Brawlers’ attacks and Supers are 3 times less effective at charging Supers in this mode.
In the Rampage event, three players battle as a team against a dinosaur robot, trying to defeat it before it destroys all of the buildings on the map. If all players are knocked out or the dinosaur robot destroys all of the city before you can stop it, the players will lose. Brawlers’ attacks and Supers are 3 times less effective at charging Supers in this mode.
Custom is a special event where all the blocks are available. It is only intended for testing and aesthetics and cannot be played.